// Assumes the following uniforms exist in the surrounding context: // uniform vec2 frame_shape; // uniform float focal_distance; // uniform float is_fixed_in_frame; const vec2 DEFAULT_FRAME_SHAPE = vec2(8.0 * 16.0 / 9.0, 8.0); vec4 get_gl_Position(vec3 point){ vec2 shape; if(bool(is_fixed_in_frame)) shape = DEFAULT_FRAME_SHAPE; else shape = frame_shape; vec4 result = vec4(point, 1.0); result.x *= 2.0 / shape.x; result.y *= 2.0 / shape.y; result.z /= focal_distance; result.w = 1.0 - result.z; result.z *= -0.1; // Flip and prevent premature clipping return result; }